There are three types of items - ones that go in the hand, ones that go on the body, and rings.
|Name||Damage||Crit %||Crit *||Accuracy||Cost||Notes|
|Fist||1-5||8||2||100||N/A||Default item, Stuns on crit (1 turn)|
|Axe||8-20||4||2||85||300||Two Handed, requires HA|
|Wand||2-6(magical)||0||N/A||80 (+15% vs Flying)||200||Ranged Weapon, Two Handed|
|Bow||2-12||4||3||80 (+15% vs Flying)||150||Ranged Weapon, Two Handed|
You have two ring slots. Rings have no properties other than a "Magic Modifier", as described below.
Magic Items & Core Bonus
All items except Rings have a Core Bonus, which adds to their usefulness. The Core Bonus takes an items stats modifies them by a number between 1 and 5. So, weapons get their DAMAGE and ACCURACY modified, armors get their EVADE and ARMOR modified, shields get its BLOCK modified, etc. Basically, Core Bonus is just about making the item better (or worse) at whatever it does. A Sword that has a Core Stat bonus of 3 would become a "+3 Sword". Most of the time, however, the core bonus is 0, and so it would just be called "Sword". What we need is a scalable probability for Core Bonuses (+1, +5, -3, etc). So we need the % chance of finding higher core bonuses to be less than the % chance of finding lower ones (better items = more rare).
Also we have to roll to find out if the item is "magic". If the weapon is considered magic, its text should be printed in a cornflower blue color instead of white. Magic items get a "BRAND". Below are some examples of Brands:
- Of Strength (1 to 4)
- Of Health (1 to 10)
- Of Energy (1 to 10)
- Of Defense (1 to 8)
- Of Evade (1 to 8)
- Of Accuracy (1 to 8)
- Of Concentration (reduces Fizzle%) (1 to 10)
More could be added later. It would only grab one of those, and then apply a random number in the range, which is how powerful the brand is.
Here are some examples of random generated items.
- +5 Plate
- +1 Sword of Defense
- Shield of Defense (core bonus of 0)
- +2 Leather of Health
- Bow of Energy
Item prices would have to be dynamically generated based on Core Bonuses and Brands.
ITEM MODIFIER DETAILS
|Name||Effect||Amount||Takes Effect On||Can exist on...||Is a Brand?|
|Strength||Adds to Strength||1 to 5||Equip||Weapon/Armor/Ring||Yes|
|Health||Adds to Max Health||1 to 10||Equip||Weapon/Armor/Ring||Yes|
|Energy||Adds to Max Energy||1 to 10||Equip||Weapon/Armor/Ring||Yes|
|Defense||Adds to ARMOR||1 to 5||Equip||Weapon/Armor/Ring||Yes|
|Evasion||Adds to EVADE||1 to 8||Equip||Weapon/Armor/Ring||Yes|
|Accuracy||Adds to ACCURACY||1 to 10||Equip||Weapon/Armor/Ring||Yes|
|Concentration||Reduces FIZZLE||1 to 10||Equip||Weapon/Armor/Ring||Yes|
|Resistance||Adds to RESIST||1 to 20||Equip||Weapon/Armor/Ring||Yes|
|Stunning||Stuns on Critical Attack||1 Turn||Critical Attack||Fist, Goblin Axe||No|
|Magic||Damage is Magical, Reduced||Reduced by 20%, Magical||Attack||Weapon (not Wand)||Yes|
|Beetlemen||Returns damage||10%||Incoming Attack||Armor||Yes|
|Stopping||Stuns on Critical Attack||5 turns||Critical Attack||Bow||No|
|Vampire||Steals health||10%||Melee Attack||Melee Weapons||Yes|
|Poison||Poisons target||12 Turns||Melee Attack||Dagger||Yes|
|RestoreHealth||Restores HP||30 points||Use||Health Potion, Heal Meal||No|
|RestoreEnergy||Restores EP||30 points||Use||Energy Potion||No|
|EnchantArmor||Increases ARMOR & EVADE||1||Use||Enchant Armor Scroll||No|
|EnchantWeapon||Increases DAMAGE & ACCURACY||1||Use||Enchant Weapon Scroll||No|
|STRup||Increases STR||1||Use||Powerup Scroll||No|
|HPup||Increases Max HP||5||Use (at full HP)||Health Potion||No|
|EPup||Increases Max EP||4||Use (at full EP)||Energy Potion||No|
|IncreaseBelly||Increases Belly||100||Use||Roasted Food, Heal Meal||No|
|IncreaseMaxBelly||Increases Max Belly||10||Use (at 80% or fuller)||Roasted Food, Heal Meal||No|
|CastUnholyFlame||Casts Unholy Flame||Once, entire screen||Use||Scroll of Unholy Flame||No|
UNIQUE ITEMS / FIXEDART
These are very rare items that have a specific set of properties and will never have Core Bonuses or Brands. They also have unique artwork for them.
- Goblin Axe: Deals big damage but has a chance to poison you.
- Munk's Amulet: Grants +1 to STR, EP, and HP. (goes in the Ring slot)
- Chase's Dagger: Big damage, just a kickass dagger.
|Health Potion||Heals 40 HP, if at max HP, increases max HP by 2.||100||Heals monster for 40 HP or deals 40 damage to Undead|
|Energy Potion||Heals 40 EP, if at max EP, increases max EP by 2.||100||Explodes, dealing 40 damage and 20 damage to surrounding tiles|
|Roasted Food||Restores Belly to Full. If eaten at 80% fullness or higher, increases max Belly by 10%||100||None|
|Heal Meal||Restores 50 Belly and 100% HP||150||None|
|Blow Up the World Scroll||Explodes everything, no questions asked||50||None|
|Enchant Weapon Scroll||Gives currently equipped weapon +1 to Core Bonus||250||None|
|Enchant Armor Scroll||Gives currently equipped armor +1 to Core Bonus||250||None|
|Powerup Scroll||Adds +1 to Strength||250||None|
AMMUNITION / THROWN ITEMS
These items can be equipped on the player's QUIVER slot.
Rocks - Rocks are meant to be thrown, and usually found in groups of 1 to 30.
Arrows - Arrows are used with Bows.
|Item||Thrown Damage||Accuracy||Chance to Break||Special Effects|
|Rock||1-10||80||5||Stuns on crit (4% chance)|
|Heal Potion||0||60||100||Heals enemy, kills undead|
|Energy Potion||50 (Magic)||60||100||Explodes, dealing 50 damage and 20 to surrounding tiles|
Items can appear in the game in three ways, four counting the item shop.
When a monster dies, there is a 2% chance that it will drop an item. If it rolls positive for that roll, then it rolls to see what the item will be. Rarity Ratio is a rating from 1 to 5.
- 1 - Common - These items are found all the time.
- 2 - Normal - These items are very easy to find, but not quite as common as 1.
- 3 - Rare - These items are more difficult to find, but you'll still generally see at least one per game.
- 4 - Very Rare - These items are just that - very rare. You'll see one every few games though.
- 5 - Mythical - are things that you tell your friends you swore you got one time but no one believes you.
|Explode the World Scroll||5|
Treasure chests use this same mechanic, except they have a 75% chance to have an item inside them, 10% monster spawn, and 15% nothing.